Hard to tell without a test case. Make sure you requested an alpha channel in the TextureRenderer and 8 bits of alpha in your GLCapabilities, and that you have the glBlendFunc set up correctly. Take a look at the demos.j2d package in the jogl-demos workspace for some examples of using the TextureRenderer and other helper classes.

I see. Internally the TextureRenderer is making a call to gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE). If you make a similar call after beginOrthoRendering() with GL_MODULATE instead of GL_REPLACE that should have the effect you're after. The TextRenderer does this to support its setColor() method, but I hadn't expected that people would generally do this with the TextureRenderer's results. Let me know if you think this should be added to the TextureRenderer's API.

Let me explain what I'm doing and sorry for my horrible English. I'm trying to do fade effects with videos and pictures over 3D scenes. So I think, I need this feature . I would be grateful if you decide to support Alpha parameter into drawOrthoRect or something so, like in TextRenderer is supported

Thanks . I've solved already it looking at the source. The trick was disabling and enabling the depth test because orthorendering is another quad. But thank you very much. I will test it too. I'm very grateful to you and your interest. I think this project is a superproject because the persons which are supporting it.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org